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Diffstat (limited to 'src/settings_gui.cpp')
-rw-r--r--src/settings_gui.cpp62
1 files changed, 31 insertions, 31 deletions
diff --git a/src/settings_gui.cpp b/src/settings_gui.cpp
index 63173d811..7b2fbdaef 100644
--- a/src/settings_gui.cpp
+++ b/src/settings_gui.cpp
@@ -142,11 +142,11 @@ static void ShowTownnameDropdown(Window *w, int sel)
static void ShowCustCurrency();
struct GameOptionsWindow : Window {
- GameOptions *opt;
+ Settings *opt;
GameOptionsWindow(const WindowDesc *desc) : Window(desc)
{
- this->opt = (_game_mode == GM_MENU) ? &_opt_newgame : &_opt;
+ this->opt = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings;
this->FindWindowPlacementAndResize(desc);
}
@@ -162,11 +162,11 @@ struct GameOptionsWindow : Window {
this->SetWidgetDisabledState(GAMEOPT_VEHICLENAME_SAVE, !(_vehicle_design_names & 1));
if (!this->IsWidgetDisabled(GAMEOPT_VEHICLENAME_SAVE)) str = STR_02BF_CUSTOM;
SetDParam(0, str);
- SetDParam(1, _currency_specs[this->opt->currency].name);
- SetDParam(2, STR_UNITS_IMPERIAL + this->opt->units);
- SetDParam(3, STR_02E9_DRIVE_ON_LEFT + this->opt->road_side);
- SetDParam(4, TownName(this->opt->town_name));
- SetDParam(5, _autosave_dropdown[this->opt->autosave]);
+ SetDParam(1, _currency_specs[this->opt->gui.currency].name);
+ SetDParam(2, STR_UNITS_IMPERIAL + this->opt->gui.units);
+ SetDParam(3, STR_02E9_DRIVE_ON_LEFT + this->opt->vehicle.road_side);
+ SetDParam(4, TownName(this->opt->game_creation.town_name));
+ SetDParam(5, _autosave_dropdown[this->opt->gui.autosave]);
SetDParam(6, SPECSTR_LANGUAGE_START + _dynlang.curr);
int i = GetCurRes();
SetDParam(7, i == _num_resolutions ? STR_RES_OTHER : SPECSTR_RESOLUTION_START + i);
@@ -181,11 +181,11 @@ struct GameOptionsWindow : Window {
{
switch (widget) {
case GAMEOPT_CURRENCY_BTN: // Setup currencies dropdown
- ShowDropDownMenu(this, BuildCurrencyDropdown(), this->opt->currency, GAMEOPT_CURRENCY_BTN, _game_mode == GM_MENU ? 0 : ~GetMaskOfAllowedCurrencies(), 0);
+ ShowDropDownMenu(this, BuildCurrencyDropdown(), this->opt->gui.currency, GAMEOPT_CURRENCY_BTN, _game_mode == GM_MENU ? 0 : ~GetMaskOfAllowedCurrencies(), 0);
break;
case GAMEOPT_DISTANCE_BTN: // Setup distance unit dropdown
- ShowDropDownMenu(this, _units_dropdown, this->opt->units, GAMEOPT_DISTANCE_BTN, 0, 0);
+ ShowDropDownMenu(this, _units_dropdown, this->opt->gui.units, GAMEOPT_DISTANCE_BTN, 0, 0);
break;
case GAMEOPT_ROADSIDE_BTN: { // Setup road-side dropdown
@@ -195,18 +195,18 @@ struct GameOptionsWindow : Window {
/* You can only change the drive side if you are in the menu or ingame with
* no vehicles present. In a networking game only the server can change it */
if ((_game_mode != GM_MENU && RoadVehiclesAreBuilt()) || (_networking && !_network_server)) {
- i = (-1) ^ (1 << this->opt->road_side); // disable the other value
+ i = (-1) ^ (1 << this->opt->vehicle.road_side); // disable the other value
}
- ShowDropDownMenu(this, _driveside_dropdown, this->opt->road_side, GAMEOPT_ROADSIDE_BTN, i, 0);
+ ShowDropDownMenu(this, _driveside_dropdown, this->opt->vehicle.road_side, GAMEOPT_ROADSIDE_BTN, i, 0);
} break;
case GAMEOPT_TOWNNAME_BTN: // Setup townname dropdown
- ShowTownnameDropdown(this, this->opt->town_name);
+ ShowTownnameDropdown(this, this->opt->game_creation.town_name);
break;
case GAMEOPT_AUTOSAVE_BTN: // Setup autosave dropdown
- ShowDropDownMenu(this, _autosave_dropdown, this->opt->autosave, GAMEOPT_AUTOSAVE_BTN, 0, 0);
+ ShowDropDownMenu(this, _autosave_dropdown, this->opt->gui.autosave, GAMEOPT_AUTOSAVE_BTN, 0, 0);
break;
case GAMEOPT_VEHICLENAME_BTN: // Setup customized vehicle-names dropdown
@@ -265,17 +265,17 @@ struct GameOptionsWindow : Window {
case GAMEOPT_CURRENCY_BTN: /* Currency */
if (index == CUSTOM_CURRENCY_ID) ShowCustCurrency();
- this->opt->currency = index;
+ this->opt->gui.currency = index;
MarkWholeScreenDirty();
break;
case GAMEOPT_DISTANCE_BTN: // Measuring units
- this->opt->units = index;
+ this->opt->gui.units = index;
MarkWholeScreenDirty();
break;
case GAMEOPT_ROADSIDE_BTN: // Road side
- if (this->opt->road_side != index) { // only change if setting changed
+ if (this->opt->vehicle.road_side != index) { // only change if setting changed
DoCommandP(0, index, 0, NULL, CMD_SET_ROAD_DRIVE_SIDE | CMD_MSG(STR_00B4_CAN_T_DO_THIS));
MarkWholeScreenDirty();
}
@@ -283,13 +283,13 @@ struct GameOptionsWindow : Window {
case GAMEOPT_TOWNNAME_BTN: // Town names
if (_game_mode == GM_MENU) {
- this->opt->town_name = index;
+ this->opt->game_creation.town_name = index;
InvalidateWindow(WC_GAME_OPTIONS, 0);
}
break;
case GAMEOPT_AUTOSAVE_BTN: // Autosave options
- _opt.autosave = _opt_newgame.autosave = index;
+ _settings.gui.autosave = _settings.gui.autosave = index;
this->SetDirty();
break;
@@ -416,7 +416,7 @@ static const GDType _default_game_diff[3][GAME_DIFFICULTY_NUM] = { /*
{7, 0, 3, 3, 100, 4, 1, 3, 2, 2, 0, 2, 3, 2, 1, 1, 1, 2}, ///< hard
};
-void SetDifficultyLevel(int mode, GameOptions *gm_opt)
+void SetDifficultyLevel(int mode, DifficultySettings *gm_opt)
{
int i;
assert(mode <= 3);
@@ -424,7 +424,7 @@ void SetDifficultyLevel(int mode, GameOptions *gm_opt)
gm_opt->diff_level = mode;
if (mode != 3) { // not custom
for (i = 0; i != GAME_DIFFICULTY_NUM; i++)
- ((GDType*)&gm_opt->diff)[i] = _default_game_diff[mode][i];
+ ((GDType*)gm_opt)[i] = _default_game_diff[mode][i];
}
}
@@ -434,11 +434,11 @@ void SetDifficultyLevel(int mode, GameOptions *gm_opt)
*/
void CheckDifficultyLevels()
{
- if (_opt_newgame.diff_level != 3) {
- SetDifficultyLevel(_opt_newgame.diff_level, &_opt_newgame);
+ if (_settings_newgame.difficulty.diff_level != 3) {
+ SetDifficultyLevel(_settings_newgame.difficulty.diff_level, &_settings_newgame.difficulty);
} else {
for (uint i = 0; i < GAME_DIFFICULTY_NUM; i++) {
- GDType *diff = ((GDType*)&_opt_newgame.diff) + i;
+ GDType *diff = ((GDType*)&_settings_newgame.difficulty) + i;
*diff = Clamp(*diff, _game_setting_info[i].min, _game_setting_info[i].max);
*diff -= *diff % _game_setting_info[i].step;
}
@@ -479,7 +479,7 @@ private:
uint8 timeout;
/* Temporary holding place of values in the difficulty window until 'Save' is clicked */
- GameOptions opt_mod_temp;
+ DifficultySettings opt_mod_temp;
enum {
GAMEDIFF_WND_TOP_OFFSET = 45,
@@ -510,7 +510,7 @@ public:
{
/* Copy current settings (ingame or in intro) to temporary holding place
* change that when setting stuff, copy back on clicking 'OK' */
- this->opt_mod_temp = (_game_mode == GM_MENU) ? _opt_newgame : _opt;
+ this->opt_mod_temp = (_game_mode == GM_MENU) ? _settings_newgame.difficulty : _settings.difficulty;
this->clicked_increase = false;
this->clicked_button = NO_SETTINGS_BUTTON;
this->timeout = 0;
@@ -549,7 +549,7 @@ public:
int y = GAMEDIFF_WND_TOP_OFFSET;
for (uint i = 0; i != GAME_DIFFICULTY_NUM; i++) {
const GameSettingData *gsd = &_game_setting_info[i];
- value = ((GDType*)&this->opt_mod_temp.diff)[i];
+ value = ((GDType*)&this->opt_mod_temp)[i];
DrawArrowButtons(5, y, 3,
(this->clicked_button == i) ? 1 + !!this->clicked_increase : 0,
@@ -587,7 +587,7 @@ public:
this->timeout = 5;
- int16 val = ((GDType*)&this->opt_mod_temp.diff)[btn];
+ int16 val = ((GDType*)&this->opt_mod_temp)[btn];
const GameSettingData *info = &_game_setting_info[btn]; // get information about the difficulty setting
if (x >= 10) {
@@ -603,7 +603,7 @@ public:
this->clicked_button = btn;
/* save value in temporary variable */
- ((GDType*)&this->opt_mod_temp.diff)[btn] = val;
+ ((GDType*)&this->opt_mod_temp)[btn] = val;
this->RaiseWidget(GDW_LVL_EASY + this->opt_mod_temp.diff_level);
SetDifficultyLevel(3, &this->opt_mod_temp); // set difficulty level to custom
this->LowerWidget(GDW_LVL_CUSTOM);
@@ -627,11 +627,11 @@ public:
case GDW_ACCEPT: { // Save button - save changes
GDType btn, val;
- GameOptions *opt_ptr = (_game_mode == GM_MENU) ? &_opt_newgame : &_opt;
+ Settings *opt_ptr = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings;
for (btn = 0; btn != GAME_DIFFICULTY_NUM; btn++) {
- val = ((GDType*)&this->opt_mod_temp.diff)[btn];
+ val = ((GDType*)&this->opt_mod_temp)[btn];
/* if setting has changed, change it */
- if (val != ((GDType*)&opt_ptr->diff)[btn]) {
+ if (val != ((GDType*)&opt_ptr->difficulty)[btn]) {
DoCommandP(0, btn, val, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
}
}